Run it
Copy the script and paste it into your executor.
().AndrewTate = {
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = .KeyCode.V,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = .(, , ),
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = .(, , ),
},
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = .Material.Brick,
[] = .(, , )
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = .huge,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
[] = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
},
}
Key, Object (())
(Object) ==
(Object, )
indexInstance = (Object, )
(indexInstance) == indexInstance[] ==
(indexInstance, )
(Object, , {, () .() })
()
AndrewTate.RobloxTextures.Enabled
(obj, prop, value)
success, err =
(
()
obj[prop] = value
)
success
(obj)
obj:() obj:(.Players.LocalPlayer.Character)
(obj, , AndrewTate.RobloxTextures.Material)
(obj, , AndrewTate.RobloxTextures.Color)
obj:() obj:()
(
()
obj.Transparency =
)
()
_, obj (:())
(obj)
_ % ==
.()
connection
connection = .DescendantAdded:(applyTextures)
.(
()
()
.()
connection
connection:()
)
.(
()
AndrewTate.RobloxTextures.Enabled
()
.()
)
().AndrewTate.Spin.Enabled ==
Players = :()
UserInputService = :()
RunService = :()
Camera = .CurrentCamera
Toggle = ().AndrewTate.Spin.Enabled
RotationSpeed = ().AndrewTate.Spin.SpinSpeed
Keybind = ().AndrewTate.Spin.Keybind
(Input, GameProcessedEvent)
Input.KeyCode == Keybind GameProcessedEvent
Toggle = Toggle
UserInputService.InputBegan:(OnKeyPress)
LastRenderTime =
TotalRotation =
()
Toggle
CurrentTime = ()
TimeDelta = .(CurrentTime - LastRenderTime, )
LastRenderTime = CurrentTime
RotationAngle = RotationSpeed * TimeDelta
Rotation = .(.(, , ), .(RotationAngle))
Camera.CFrame = Camera.CFrame * Rotation
TotalRotation = TotalRotation + RotationAngle
TotalRotation >= ().AndrewTate.Spin.Degrees
Toggle =
TotalRotation =
RunService.RenderStepped:(RotateCamera)
targ =
Plr =
Players, Client, Mouse, RS, Camera =
:(),
:().LocalPlayer,
:().LocalPlayer:(),
:(),
:().CurrentCamera
HolSilentVcircle = .()
tracercircle = .()
HolSilentVcircle.Transparency = ().AndrewTate.Fov.HolSilentV.Transparency
HolSilentVcircle.Thickness = ().AndrewTate.Fov.HolSilentV.Thickness
HolSilentVcircle.Color = ().AndrewTate.Fov.HolSilentV.Color
HolSilentVcircle.Filled = ().AndrewTate.Fov.HolSilentV.Filled
tracercircle.Transparency = ().AndrewTate.Fov.AimAssist.Transparency
tracercircle.Thickness = ().AndrewTate.Fov.AimAssist.Thickness
tracercircle.Color = ().AndrewTate.Fov.AimAssist.Color
tracercircle.Filled = ().AndrewTate.Fov.AimAssist.Filled
UpdateFOV = ()
( HolSilentVcircle tracercircle)
HolSilentVcircle tracercircle
tracercircle.Visible = ().AndrewTate.Fov.AimAssist.Visible
tracercircle.Radius = ().AndrewTate.Fov.AimAssist.Size *
tracercircle.Filled = ().AndrewTate.Fov.AimAssist.Filled
tracercircle.Thickness = ().AndrewTate.Fov.AimAssist.Thickness
tracercircle.Transparency = ().AndrewTate.Fov.AimAssist.Transparency
tracercircle.Position = .(Mouse.X, Mouse.Y + (:():().Y))
tracercircle.Color = ().AndrewTate.Fov.AimAssist.Color
tracercircle.NumSides = ().AndrewTate.Fov.AimAssist.Sides
HolSilentVcircle.Visible = ().AndrewTate.Fov.HolSilentV.Visible
HolSilentVcircle.Radius = ().AndrewTate.Fov.HolSilentV.Size *
HolSilentVcircle.Filled = ().AndrewTate.Fov.HolSilentV.Filled
HolSilentVcircle.Thickness = ().AndrewTate.Fov.HolSilentV.Thickness
HolSilentVcircle.Transparency = ().AndrewTate.Fov.HolSilentV.Transparency
HolSilentVcircle.Position = .(Mouse.X, Mouse.Y + (:():().Y))
HolSilentVcircle.Color = ().AndrewTate.Fov.HolSilentV.Color
HolSilentVcircle.NumSides = ().AndrewTate.Fov.HolSilentV.Sides
HolSilentVcircle tracercircle
RS.Heartbeat:(UpdateFOV)
WallCheck = (destination, ignore)
Origin = Camera.CFrame.p
CheckRay = Ray.(Origin, destination - Origin)
Hit = .workspace:(CheckRay, ignore)
Hit ==
WTS = (Object)
ObjectVector = Camera:(Object.Position)
.(ObjectVector.X, ObjectVector.Y)
IsOnScreen = (Object)
IsOnScreen = Camera:(Object.Position)
IsOnScreen
FilterObjs = (Object)
.(Object.Name, )
.({, , }, Object.ClassName)
ClosestPlrFromMouse = ()
Target, Closest = , /
_ ,v (Players:())
().AndrewTate.KOChecks.Wall
(v.Character v ~= Client v.Character:())
Position, OnScreen = Camera:(v.Character.HumanoidRootPart.Position)
Distance = (.(Position.X, Position.Y) - .(Mouse.X, Mouse.Y)).Magnitude
(HolSilentVcircle.Radius * > Distance Distance < Closest OnScreen) (v.Character.HumanoidRootPart.Position, {Client, v.Character})
Closest = Distance
Target = v
(v.Character v ~= Client v.Character:())
Position, OnScreen = Camera:(v.Character.HumanoidRootPart.Position)
Distance = (.(Position.X, Position.Y) - .(Mouse.X, Mouse.Y)).Magnitude
(HolSilentVcircle.Radius * > Distance Distance < Closest OnScreen)
Closest = Distance
Target = v
Target
ClosestPlrFromMouse2 = ()
Target, Closest = , tracercircle.Radius *
_ ,v (Players:())
(v.Character v ~= Client v.Character:())
().AndrewTate.KOChecks.Wall
Position, OnScreen = Camera:(v.Character.HumanoidRootPart.Position)
Distance = (.(Position.X, Position.Y) - .(Mouse.X, Mouse.Y)).Magnitude
(Distance < Closest OnScreen) (v.Character.HumanoidRootPart.Position, {Client, v.Character})
Closest = Distance
Target = v
Position, OnScreen = Camera:(v.Character.HumanoidRootPart.Position)
Distance = (.(Position.X, Position.Y) - .(Mouse.X, Mouse.Y)).Magnitude
(Distance < Closest OnScreen)
Closest = Distance
Target = v
Target
GetClosestBodyPart = (character)
ClosestDistance = /
BodyPart =
(character character:())
_, x , character:()
(x) (x)
Distance = ((x) - .(Mouse.X, Mouse.Y)).Magnitude
(HolSilentVcircle.Radius * > Distance Distance < ClosestDistance)
ClosestDistance = Distance
BodyPart = x
BodyPart
GetClosestBodyPartV2 = (character)
ClosestDistance = /
BodyPart =
(character character:())
_, x , character:()
(x) (x)
Distance = ((x) - .(Mouse.X, Mouse.Y)).Magnitude
(Distance < ClosestDistance)
ClosestDistance = Distance
BodyPart = x
BodyPart
Mouse.KeyDown:((Key)
Keybind = ().AndrewTate.AimAssist.Keybind:()
(Key == Keybind)
().AndrewTate.AimAssist.Enabled ==
IsTargetting = IsTargetting
IsTargetting
Plr = ()
Plr ~=
Plr =
IsTargetting =
)
Mouse.KeyDown:((Key)
Keybind = ().AndrewTate.HolSilentV.Keybind:()
(Key == Keybind) ().AndrewTate.HolSilentV.UseKeybind ==
().AndrewTate.HolSilentV.Enabled ==
().AndrewTate.HolSilentV.Enabled =
().AndrewTate.Options.Notifications ==
Notify = AkaliNotif.Notify;
({
Description = ;
Title = ;
Duration = ;
});
().AndrewTate.HolSilentV.Enabled =
().AndrewTate.Options.Notifications ==
Notify = AkaliNotif.Notify;
({
Description = ;
Title = ;
Duration = ;
});
)
grmt = ()
backupindex = grmt.__index
(grmt, )
grmt.__index = ((self, key)
(key) == self:() ().AndrewTate.HolSilentV.Enabled
targ targ.Character
aimpart = ().AndrewTate.HolSilentV.Aimpart
targetPart = targ.Character:(aimpart)
targetPart
endpoint = targetPart.Position
.(endpoint)
(self, key)
)
(grmt, )
RS.Heartbeat:(()
().AndrewTate.HolSilentV.Enabled
targ targ.Character targ.Character:(().AndrewTate.HolSilentV.Aimpart)
().AndrewTate.Resolver.Enabled == targ.Character:().Velocity.magnitude >
(()
TargetVel = targ.Character[().AndrewTate.HolSilentV.Aimpart]
TargetVel.Velocity = .(, , )
TargetVel.AssemblyLinearVelocity = .(, , )
)
().AndrewTate.KOChecks.AntiGroundShots == targ.Character:() == .HumanoidStateType.Freefall
(()
TargetVelv5 = targ.Character[().AndrewTate.HolSilentV.Aimpart]
TargetVelv5.Velocity = .(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * ), TargetVelv5.Velocity.Z)
TargetVelv5.AssemblyLinearVelocity = .(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * ), TargetVelv5.Velocity.Z)
)
().AndrewTate.Resolver.Enabled ==
(()
TargetVelv2 = targ.Character[().AndrewTate.HolSilentV.Aimpart]
TargetVelv2.Velocity = .(TargetVelv2.Velocity.X, , TargetVelv2.Velocity.Z)
TargetVelv2.AssemblyLinearVelocity = .(TargetVelv2.Velocity.X, , TargetVelv2.Velocity.Z)
)
().AndrewTate.Config.Shake ==
Plr.Character.Humanoid.FloorMaterial == .Material.Air
().AndrewTate.AimAssist.ShakeValue = ().AndrewTate.Config.AirShakeValue
().AndrewTate.AimAssist.ShakeValue = ().AndrewTate.Config.GroundShakeValue
().AndrewTate.Config.Smoothness ==
Plr.Character.Humanoid.FloorMaterial == .Material.Air
().AndrewTate.AimAssist.SmoothnessValue = ().AndrewTate.Config.AirSmoothnessValue
().AndrewTate.AimAssist.SmoothnessValue = ().AndrewTate.Config.GroundSmoothnessValue
().AndrewTate.AimAssist.Enabled ==
().AndrewTate.Resolver.Enabled == Plr Plr.Character Plr.Character:(().AndrewTate.AimAssist.Aimpart) Plr.Character:().Velocity.magnitude >
(()
TargetVelv3 = Plr.Character[().AndrewTate.AimAssist.Aimpart]
TargetVelv3.Velocity = .(, , )
TargetVelv3.AssemblyLinearVelocity = .(, , )
)
().AndrewTate.KOChecks.AntiGroundShots == Plr.Character:() == .HumanoidStateType.Freefall
(()
TargetVelv5 = Plr.Character[().AndrewTate.AimAssist.Aimpart]
TargetVelv5.Velocity = .(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * ), TargetVelv5.Velocity.Z)
TargetVelv5.AssemblyLinearVelocity = .(TargetVelv5.Velocity.X, (TargetVelv5.Velocity.Y * ), TargetVelv5.Velocity.Z)
)
().AndrewTate.Resolver.Enabled == Plr Plr.Character Plr.Character:(().AndrewTate.AimAssist.Aimpart)
(()
TargetVelv4 = Plr.Character[().AndrewTate.AimAssist.Aimpart]
TargetVelv4.Velocity = .(TargetVelv4.Velocity.X, , TargetVelv4.Velocity.Z)
TargetVelv4.AssemblyLinearVelocity = .(TargetVelv4.Velocity.X, , TargetVelv4.Velocity.Z)
)
)
RS.RenderStepped:(()
().AndrewTate.HolSilentV.Enabled
().AndrewTate.KOChecks.Knocked == targ targ.Character
KOd = targ.Character:()[].Value
Grabbed = targ.Character:() ~=
KOd Grabbed
targ =
().AndrewTate.AimAssist.Enabled ==
().AndrewTate.KOChecks.Knocked == Plr Plr.Character
KOd = Plr.Character:()[].Value
Grabbed = Plr.Character:() ~=
KOd Grabbed
Plr =
IsTargetting =
().AndrewTate.KOChecks.DisableOnDeath == Plr Plr.Character:()
Plr.Character.Humanoid.health <
Plr =
IsTargetting =
().AndrewTate.KOChecks.DisableOnDeath == Plr Plr.Character:()
Client.Character.Humanoid.health <
Plr =
IsTargetting =
().AndrewTate.KOChecks.DisableOutsideFov == Plr Plr.Character Plr.Character:()
AimAssist.Radius <
(.(
Camera:(Plr.Character.HumanoidRootPart.Position).X,
Camera:(Plr.Character.HumanoidRootPart.Position).Y
) - .(Mouse.X, Mouse.Y)).Magnitude
Plr =
IsTargetting =
().AndrewTate.AimAssist.Predict Plr Plr.Character Plr.Character:(().AndrewTate.AimAssist.Aimpart)
().AndrewTate.AimAssist.Shake
Main = .(Camera.CFrame.p,Plr.Character[().AndrewTate.AimAssist.Aimpart].Position + Plr.Character[().AndrewTate.AimAssist.Aimpart].Velocity * ().AndrewTate.AimAssist.Prediction +
.(
.(-().AndrewTate.AimAssist.ShakeValue, ().AndrewTate.AimAssist.ShakeValue),
.(-().AndrewTate.AimAssist.ShakeValue, ().AndrewTate.AimAssist.ShakeValue),
.(-().AndrewTate.AimAssist.ShakeValue, ().AndrewTate.AimAssist.ShakeValue)
) * )
Camera.CFrame = Camera.CFrame:(Main, ().AndrewTate.AimAssist.SmoothnessValue / , .EasingStyle.Elastic, .EasingDirection.InOut, .EasingStyle.Sine, .EasingDirection.Out)
Main = .(Camera.CFrame.p,Plr.Character[().AndrewTate.AimAssist.Aimpart].Position + Plr.Character[().AndrewTate.AimAssist.Aimpart].Velocity * ().AndrewTate.AimAssist.Prediction)
Camera.CFrame = Camera.CFrame:(Main, ().AndrewTate.AimAssist.SmoothnessValue / , .EasingStyle.Elastic, .EasingDirection.InOut, .EasingStyle.Sine, .EasingDirection.Out)
().AndrewTate.AimAssist.Predict == Plr Plr.Character Plr.Character:(().AndrewTate.AimAssist.Aimpart)
().AndrewTate.AimAssist.Shake
Main = .(Camera.CFrame.p,Plr.Character[().AndrewTate.AimAssist.Aimpart].Position +
.(
.(-().AndrewTate.AimAssist.ShakeValue, ().AndrewTate.AimAssist.ShakeValue),
.(-().AndrewTate.AimAssist.ShakeValue, ().AndrewTate.AimAssist.ShakeValue),
.(-().AndrewTate.AimAssist.ShakeValue, ().AndrewTate.AimAssist.ShakeValue)
) * )
Camera.CFrame = Camera.CFrame:(Main, ().AndrewTate.AimAssist.SmoothnessValue / , .EasingStyle.Elastic, .EasingDirection.InOut, .EasingStyle.Sine, .EasingDirection.Out)
Main = .(Camera.CFrame.p,Plr.Character[().AndrewTate.AimAssist.Aimpart].Position)
Camera.CFrame = Camera.CFrame:(Main, ().AndrewTate.AimAssist.SmoothnessValue / , .EasingStyle.Elastic, .EasingDirection.InOut, .EasingStyle.Sine, .EasingDirection.Out)
)
.( ()
.()
().AndrewTate.HolSilentV.Enabled
targ = ()
Plr
().AndrewTate.AimAssist.Enabled (Plr.Character) ().AndrewTate.AimAssist.NearestCursorAimpart
().AndrewTate.AimAssist.Aimpart = ((Plr.Character))
targ
().AndrewTate.HolSilentV.Enabled (targ.Character) ().AndrewTate.HolSilentV.NearestCursorAimpart
().AndrewTate.HolSilentV.Aimpart = ((targ.Character))
)
().uhpoop = {
[] = (().AndrewTate.GunFov.Enabled),
[] = {[] = (().AndrewTate.GunFov.DoubleBarrel)},
[] = {[] = (().AndrewTate.GunFov.DoubleBarrel)},
[] = {[] = (().AndrewTate.GunFov.Revolver)},
[] = {[] = (().AndrewTate.GunFov.Smg)},
[] = {[] = (().AndrewTate.GunFov.Shotgun)},
[] = {[] = (().AndrewTate.GunFov.TacticalShotgun)},
[] = {[] = (().AndrewTate.GunFov.Silencer)},
}
Script = {Functions = {}}
Script.Functions.getToolName = (name)
split = .(.(name, )[], )[]
split
Script.Functions.getEquippedWeaponName = ()
(Client.Character) Client.Character:()
Tool = Client.Character:()
.(Tool.Name, ) .(Tool.Name, ) .(Tool.Name, ) .(Tool.Name, )
Script.Functions.(Tool.Name)
RS.RenderStepped:(()
Script.Functions.() ~=
WeaponSettings = ().uhpoop[Script.Functions.()]
WeaponSettings ~= ().AndrewTate.GunFov.Enabled ==
().AndrewTate.Fov.HolSilentV.Size = WeaponSettings.FOV
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Fov.HolSilentV.Size
)
Aiming = (:())()
Aiming.()
Workspace = :()
Players = :()
RunService = :()
UserInputService = :()
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
CurrentCamera = Workspace.CurrentCamera
Aiming.FOV =
Aiming.()
(Aiming.Enabled == Aiming.Selected ~= LocalPlayer Aiming.SelectedPart ~= )
:().Heartbeat:(
()
().AndrewTate.Range.Enabled == ().AndrewTate.Range.Type == Aiming.Selected ~= (Aiming.Selected.Character) targ targ.Character
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.CloseDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.CloseFov
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.MidDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.MidFov
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.FarDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.FarFov
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.VeryFarDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.VeryFarFov
)
:().Heartbeat:(
()
().AndrewTate.Range.Enabled == ().AndrewTate.Range.Type == Aiming.Selected ~= (Aiming.Selected.Character) targ Plr.Character
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.CloseDetection
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.ClosePrediction
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.MidDetection
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.MidPrediction
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.FarDetection
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.FarPrediction
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.VeryFarDetection
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.VeryFarPrediction
)
:().Heartbeat:(
()
().AndrewTate.Range.Enabled == ().AndrewTate.Range.Type == Aiming.Selected ~= (Aiming.Selected.Character) targ Plr.Character
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.CloseDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.CloseFov
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.ClosePrediction
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.MidDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.MidFov
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.MidPrediction
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.FarDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.FarFov
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.FarPrediction
(.Players[Aiming.Selected.Name].Character.HumanoidRootPart.Position -
.Players.LocalPlayer.Character.HumanoidRootPart.Position).Magnitude <
().AndrewTate.Range.VeryFarDetection
().AndrewTate.Fov.HolSilentV.Size = ().AndrewTate.Range.VeryFarFov
().AndrewTate.HolSilentV.Prediction = ().AndrewTate.Range.VeryFarPrediction
)
().AndrewTate.Resolver.Enabled ==
hrp
resolver = :()
demiseuwu.Heartbeat:(()
(()
i,v (.Players:())
v ~= .Players.LocalPlayer
hrp = v.Character.HumanoidRootPart
hrp.Velocity = .(hrp.Velocity.X, , hrp.Velocity.Z)
)
)
Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: raw.githubusercontent.com.
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